Class FractureSettings

Settings that control how a mesh is fractured into pieces.

Constructors

  • Parameters

    • Optionalmode: EnumValue<FractureGenerationMode, number>
    • Optionalthickness: number
    • OptionalgenerateHollow: boolean
    • OptionalpieceCount: number
    • OptionalseedMode: EnumValue<FractureSeedMode, number>
    • OptionalrandomSeed: number
    • OptionalnoiseStrength: number
    • OptionalclusterCenterPoint: Immutable<Vector3>
    • OptionalclusterRadius: number
    • OptionalminimumPieceVolume: number
    • OptionalmaximumPieceVolume: number
    • OptionalinteriorUVScale: number
    • OptionallodLevelCount: number
    • OptionallodReductionFactor: number
    • OptionalhierarchyLevels: number
    • OptionalchildrenPerPiece: number

    Returns FractureSettings

Properties

_childrenPerPiece: number
_clusterCenterPoint: Vector3
_clusterRadius: number
_generateHollow: boolean
_hierarchyLevels: number
_interiorUVScale: number
_lodLevelCount: number
_lodReductionFactor: number
_maximumPieceVolume: number
_minimumPieceVolume: number
_noiseStrength: number
_pieceCount: number
_randomSeed: number
_seedMode: EnumValue<FractureSeedMode, number>
_thickness: number

Accessors

  • get childrenPerPiece(): number
  • Target number of children per piece when using hierarchical fracturing.

    Returns number

  • set childrenPerPiece(value): void
  • Parameters

    • value: number

    Returns void

  • get clusterCenterPoint(): Vector3
  • If SeedMode is Clustered, the center point for the cluster seed points.

    Returns Vector3

  • set clusterCenterPoint(value): void
  • Parameters

    Returns void

  • get clusterRadius(): number
  • If SeedMode is Clustered, the cluster radius for seed points.

    Returns number

  • set clusterRadius(value): void
  • Parameters

    • value: number

    Returns void

  • get generateHollow(): boolean
  • If Mode is Solid, fracture pieces that do not intersect the exterior will be discarded.

    Returns boolean

  • set generateHollow(value): void
  • Parameters

    • value: boolean

    Returns void

  • get hierarchyLevels(): number
  • Number of hierarchy levels for recursive fracturing. 1 = flat (no nesting), 2+ = nested pieces.

    Returns number

  • set hierarchyLevels(value): void
  • Parameters

    • value: number

    Returns void

  • get interiorUVScale(): number
  • Interior UV scale for cut faces.

    Returns number

  • set interiorUVScale(value): void
  • Parameters

    • value: number

    Returns void

  • get lodLevelCount(): number
  • Number of LOD levels to generate for each piece. 1 = no additional LODs.

    Returns number

  • set lodLevelCount(value): void
  • Parameters

    • value: number

    Returns void

  • get lodReductionFactor(): number
  • Reduction factor for each successive LOD level. E.g., 0.5 means each LOD has 50% of the triangles of the previous level.

    Returns number

  • set lodReductionFactor(value): void
  • Parameters

    • value: number

    Returns void

  • get maximumPieceVolume(): number
  • Maximum volume for a piece (larger pieces are subdivided). Range: 0.0 to 1.0 (relative to original).

    Returns number

  • set maximumPieceVolume(value): void
  • Parameters

    • value: number

    Returns void

  • get minimumPieceVolume(): number
  • Minimum volume for a piece (smaller pieces are discarded). Range: 0.0 to 1.0 (relative to original).

    Returns number

  • set minimumPieceVolume(value): void
  • Parameters

    • value: number

    Returns void

  • get noiseStrength(): number
  • If SeedMode is Uniform, the amount of noise/irregularity applied to fracture cuts. Range: 0.0 to 1.0.

    Returns number

  • set noiseStrength(value): void
  • Parameters

    • value: number

    Returns void

  • get pieceCount(): number
  • Target number of pieces to generate.

    Returns number

  • set pieceCount(value): void
  • Parameters

    • value: number

    Returns void

  • get randomSeed(): number
  • Random seed for reproducible fracturing. Use 0 for random results each time.

    Returns number

  • set randomSeed(value): void
  • Parameters

    • value: number

    Returns void

  • get thickness(): number
  • Thickness of the skin when using Skin generation mode.

    Returns number

    For proper rendering results, it is important to ensure that the skin thickness does not exceed the minimum distance between two opposite faces.

  • set thickness(value): void
  • Parameters

    • value: number

    Returns void

Methods